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Returning 35 results for 'makes search with only allow for for last'.
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Monsters
Monster Manual
all its heads are dead. At the end of each of its turns when it has at least one living head, the hydra grows two heads for each of its heads that died since its last turn, unless it has taken Fire
damage since its last turn. The hydra regains 20 Hit Points when it grows new heads.
Reactive Heads. For each head the hydra has beyond one, it gets an extra Reaction that can be used only for
Magic Items
Dungeon Master’s Guide
an unoccupied space you can see within 120 feet of yourself. The spheres last as long as you maintain Concentration, up to 1 minute. Each sphere sheds Dim Light in a 30-foot radius.
As a Bonus Action
Cover, the sphere discharges lightning at that creature and disappears. That creature makes a DC 15 Dexterity saving throw. On a failed save, the creature takes Lightning damage based on the number of
Spells
Player’s Handbook
experienced within the last 24 hours and that lasted no more than 10 minutes. You can permanently eliminate all memory of the event, allow the target to recall the event with perfect clarity, change its
You attempt to reshape another creature’s memories. One creature that you can see within range makes a Wisdom saving throw. If you are fighting the creature, it has Advantage on the save. On a
Spells
Player’s Handbook
larger than a 30-foot Cube, and you decide when you cast the spell how the illusion behaves and what sounds it makes. This scripted performance can last up to 5 minutes.
When the trigger you specify
illusion for what it is, the creature can see through the image, and any noise it makes sounds hollow to the creature.
Magic Items
Dungeon Master’s Guide
makes a DC 20 Dexterity saving throw. If the target is a Fiend or an Undead, it has Disadvantage on the save. On a failed save, the target falls into the fissure and is destroyed, leaving no remains. On
a successful save, the target isn’t cast into the fissure but takes 4d6 Psychic damage from the ordeal. In either case, the fissure then closes, leaving no trace of its existence. When you expend the last charge, the talisman disperses into motes of golden light and is destroyed.
Magic Items
Dungeon Master’s Guide
target, and the target makes a DC 20 Dexterity saving throw. If the target is a Celestial, it has Disadvantage on the save. On a failed save, the target falls into the fissure and is destroyed, leaving
no remains. On a successful save, the target isn’t cast into the fissure but takes 4d6 Psychic damage from the ordeal. In either case, the fissure then closes, leaving no trace of its existence. When you expend the last charge, the talisman dissolves into foul-smelling slime and is destroyed.
Spells
Player’s Handbook
spell on the same spot every day for 365 days makes the spell last until dispelled.
Using a Higher-Level Spell Slot. You can increase the size of the Cube by 100 feet for each spell slot level above 4.
Magic Items
Dungeon Master’s Guide
last charge, roll 1d20. On a 1, the staff retains its +2 bonus to attack rolls and damage rolls but loses all other properties. On a 20, the staff regains 1d8 + 2 charges.
Retributive Strike. You
charges in the staff . Each other creature in the area makes a DC 17 Dexterity saving throw. On a failed save, a creature takes Force damage equal to 4 times the number of charges in the staff . On a successful save, a creature takes half as much damage.
Magic Items
Dungeon Master’s Guide
expended charges daily at dawn. If you expend the last charge, roll 1d20. On a 20, the staff regains 1d12 + 1 charges.
Retributive Strike. You can take a Magic action to break the staff over your knee
random plane of existence, avoiding the explosion. If you fail to avoid the effect, you take Force damage equal to 16 times the number of charges in the staff. Each other creature in the area makes a
Spells
Player’s Handbook
space that you can see on the ground.
Instant Health. You allow yourself and up to twenty creatures that you can see to regain all Hit Points, and you end all effects on them listed in the Greater
a reroll of any die roll made within the last round (including your last turn). Reality reshapes itself to accommodate the new result. For example, a Wish spell could undo an ally’s failed
Magic Items
Dungeon Master’s Guide
Disadvantage on attack rolls against you.
Elemental Compulsion. While wearing the ring, you can take a Magic action to try to compel an Elemental you see within 60 feet of yourself. The Elemental makes
through which you pass. If you end your turn in solid earth or rock, you are shunted out to the nearest unoccupied space you last occupied.
Ring of Elemental Command (Fire);Fire. You know Ignan, and you
Magic Items
Dungeon Master’s Guide
stone cracks and turns to powder if the book rests on it long enough.
Whenever a creature that isn’t a Fiend or an Undead attunes to the Book of Vile Darkness, that creature makes a DC 17
, foul rites that allow one to transform into a death knight or lich, or long-lost spells crafted by beings so evil their names ought never to be spoken aloud.
Vile Speech. While the book is on your
Magic Items
Dungeon Master’s Guide
charges daily at dawn. If you expend the wand’s last charge, roll 1d20. On a 1, the wand crumbles into dust and is destroyed.
Wand of Wonder Effects
1d100
Effect
01–20
You cast
creature closest to the chosen point of origin makes a DC 15 Constitution saving throw. On a failed save, the creature has the Restrained condition and begins to turn to stone. While Restrained in this way
Backgrounds
Eberron: Forge of the Artificer
Tools, Fine Clothes, 10 GP; or (B) 50 GP
As an heir of House Lyrandar, the wind is your ally, the sea and sky your dominion. Despite the devastation of the Last War, your house is on the ascendancy
might call you to hunt pirates in the Lhazaar Sea, to explore ancient ruins in search of magical technology to bind elemental forces, or to salvage a wrecked airship in the Mournland.
Monsters
Lorwyn: First Light
their homeland in search of wondrous things or simply a place to rest. They are deeply in tune with nature but care little for the smaller denizens around them. At best, this makes a giant aloof and
Multiattack. The giant makes two attacks, using Stone Sword or Boulder in any combination.
Stone Sword. Melee Attack Roll: +8;{"diceNotation":"1d20+8", "rollType":"to hit", "rollAction":"Stone Sword
Monsters
Heroes of the Borderlands
Multiattack. Vinx makes two attacks, using Shortsword and Sling in any combination.
Shortsword. Melee Attack Roll: +4;{"diceNotation":"1d20+4", "rollType":"to hit", "rollAction":"Shortsword"}, reach
damage.This itinerant explorer knows the caves around the Keep on the Borderlands better than anyone else. Vinx frequently delves these caves in search of treasure.
Recently, Vinx got caught in a bind while pursuing a stolen family heirloom. When she gets loose, those goblins won’t know what hit them!
Monsters
Lorwyn: First Light
Multiattack. The giant makes three attacks, using Tree Club or Boulder in any combination.
Tree Club. Melee Attack Roll: +9;{"diceNotation":"1d20+9", "rollType":"to hit", "rollAction":"Tree Club
wield this wild magic to devastating effect.
Giants
The giants of the realm of Lorwyn-Shadowmoor are wise, ancient beings wandering their homeland in search of wondrous things or simply a place to
Spells
Forgotten Realms: Heroes of Faerûn
You conjure a group of intangible, orderly spirits that appear as a Medium group of modrons or other Constructs in an unoccupied space you can see within range. The spirits last for the duration
effects:
Clockwork Force. The target makes a Dexterity saving throw, taking 3d6 Force damage on a failed save or half as much damage on a successful one.
Orderly Ward. The target gains Temporary Hit
Monsters
Eberron: Forge of the Artificer
Lucky. When the medic rolls a 1 on the d20 of a D20 Test, it can reroll the die, and it must use the new roll.Multiattack. The medic makes two Radiant Burst attacks.
Radiant Burst.
of House Jorasco served alongside every nation’s armies in the Last War, providing medical care and magical healing to the injured. Though the warring nations treated Jorasco medics as
Monsters
Eberron: Forge of the Artificer
Multiattack. The inquisitive makes three Crooked Staff attacks. It can replace one attack with a use of Inquisitive Eye.
Crooked Staff. Melee Attack Roll: +4;{"diceNotation":"1d20+4", "rollType":"to
quarter. Some are part of a secretive order called the Basilisk’s Gaze, dedicated to hunting down fugitive war criminals who committed atrocities during the Last War.</p>
Magic Items
Forgotten Realms: Heroes of Faerûn
Mechanical Determination. If damage reduces the wonder to 0 Hit Points, it makes a Constitution saving throw with a DC of 5 plus the damage taken unless the damage is Lightning or from a Critical Hit. On
check it makes with a Musical Instrument or Tinker's Tools.
Sprint. The wonder takes the Dash action.
Gyrocopter Wonder (Rare). This wagon-sized vehicle is made of brassy metal and has a spiral-shaped
Monsters
Forgotten Realms: Adventures in Faerûn
Babir makes two Marine Burst attacks. She can replace one of these attacks with a Tail attack.
Marine Burst. Melee or Ranged Attack Roll: +10;{"diceNotation":"1d20+10", "rollType":"to hit", "rollAction
following actions. Biha Babir regains all expended uses at the start of each of her turns.
Misty Burst. Biha Babir teleports to an unoccupied space she can see within 30 feet of herself and makes one
Monsters
Forgotten Realms: Adventures in Faerûn
", "rollType":"roll", "rollAction":"Spirit Gem"} days if her spirit gem is intact, reviving with all her Hit Points. The new body appears in an unoccupied space within her lair.Multiattack. Valindra makes
. Failure or Success: Valindra can’t take this action again until the start of her next turn.
Eldritch Jaunt. Valindra makes one Eldritch Burst attack. Before or after the attack, Valindra can
Monsters
Spelljammer: Adventures in Space
Intellect Fortress. The braxat’s AC includes its Intelligence modifier.Multiattack. The braxat makes two Greatclub attacks.
Greatclub. Melee Weapon Attack: +12;{"diceNotation":"1d20+12
with opposable thumbs. The creature walks upright on two legs.
Braxats hunt alone or in pairs, prowling deserts, dry canyons, desolate wastelands, and lonely asteroids in search of prey. Braxats
Hill Giant
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Basic Rules (2014)
Multiattack. The giant makes two greatclub attacks.
Greatclub. Melee Weapon Attack: +8;{"diceNotation":"1d20+8","rollType":"to hit","rollAction":"Greatclub"} to hit, reach 10 ft., one target. Hit
damage.Hill giants are selfish brutes that hunt and raid in constant search of food. Their skins are tan from lives spent beneath the sun, and their weapons are uprooted trees and rocks pulled from the earth.
Monsters
Curse of Strahd
spell save DC or fall unconscious for 1 minute.
False Appearance. While the broom remains motionless and isn't flying, it is indistinguishable from a normal broom.Multiattack. The broom makes two melee
","rollType":"damage","rollAction":"Broomstick","rollDamageType":"bludgeoning"} bludgeoning damage.Animated Attack. If the broom is motionless and a creature grabs hold of it, the broom makes a Dexterity check
Monsters
Mordenkainen Presents: Monsters of the Multiverse
creature it has killed within the last hour, provided that creature is neither a Construct nor an Undead. The devouring requires the nabassu to be within 5 feet of the corpse for at least 10 minutes, after
saving throws against spells and other magical effects.Multiattack. The nabassu makes one Bite attack and one Claw attack, and it uses Soul-Stealing Gaze.
Bite. Melee Weapon Attack: +11;{"diceNotation
Heroes' Feast
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
poison and being frightened, and makes all Wisdom saving throws with advantage. Its hit point maximum also increases by 2d10, and it gains the same number of hit points. These benefits last for 24 hours.
Monsters
Fizban's Treasury of Dragons
incapacitated, it subtracts up to 100 feet from the fall when calculating the fall’s damage, and it can move up to 2 feet horizontally for every 1 foot it descends.Multiattack. The draconian makes two
across the battlefield or aid their allies’ incursions and attacks. They have wings that allow them to glide during a fall.
When draconian mages die, their flesh shrivels away before their bones
Monsters
Fizban's Treasury of Dragons
, it subtracts up to 100 feet from the fall when calculating the fall’s damage, and it can move up to 2 feet horizontally for every 1 foot it descends.Multiattack. The draconian makes two Dagger
paralytic venom of their saliva to coat their weapons, making them formidable assassins as well. Their wings allow them to turn a fall into a rough glide. When draconian infiltrators die, their bodies
Monsters
Quests from the Infinite Staircase
makes two Cargo Tentacle attacks.
Cargo Tentacle. Melee Weapon Attack: +7;{"diceNotation":"1d20+7", "rollType":"to hit", "rollAction":"Cargo Tentacle"} to hit, reach 10 ft., one target. Hit: 9 (1d8
worker robots fill public-facing service roles. Antigravity technology and built-in tractor beams allow worker robots to effortlessly lift cargo and other heavy objects with their mechanical tentacles
Monsters
Tales from the Yawning Portal
Multiattack. The giant makes two greatclub attacks.
Greatclub. Melee Weapon Attack: +8;{"diceNotation":"1d20+8","rollType":"to hit","rollAction":"Greatclub"} to hit, reach 10 ft., one target. Hit
damage.Hill giants are selfish brutes that hunt and raid in constant search of food. Their skins are tan from lives spent beneath the sun, and their weapons are uprooted trees and rocks pulled from the earth.
Monsters
Strixhaven: A Curriculum of Chaos
Voice from the Past (1/Day). The professor can cast the contact other plane spell to contact a long-dead spirit, using Intelligence as the spellcasting ability.Multiattack. The professor makes two
using the spell’s spellcasting ability, or the spell fails and is wasted.Lorehold’s professors of order search for evidence of patterns and predictable outcomes in history. They study the
Monsters
Journeys through the Radiant Citadel
Tunneler. The aurumvorax can burrow through solid rock and metal at half its burrowing speed and leaves a 5-foot-diameter tunnel in its wake.Multiattack. The aurumvorax makes one Bite attack and two
halved.Early in life, aurumvoraxes cooperate with siblings and their den leader parents, digging tunnels in search of metal and other burrowing prey. As they grow to adulthood, aurumvoraxes hunt on their
Monsters
Mordenkainen Presents: Monsters of the Multiverse
d10;{"diceNotation":"1d10","rollType":"roll","rollAction":"Mouth of Madness"} at the start of each of the giant’s turns to determine its action for that turn:
1–3: The giant makes three
: The giant makes one Fist attack against each creature within reach. If no creatures are within reach, the giant makes one Fist attack against itself.
6–7: The giant makes one Bite attack






